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nextmod's Introduction

NextMod

⚠ For Server Owners:

NextMod is designed to work with Sir's Competitive Rework Platform if your server is not set up correctly you may have to alter files in order for the config to work properly!

ℹ About NextMod

NextMod is heavily influenced by community feedback, if you have a suggestion don't feel afraid to get at me.

NextMod is a competitive config based upon the community favourite ZoneMod, but it also brings back some of our old favourite features from other mods such as the Witch, and jump rocks, as well as some new features!

This is the last version for a while. It is now at a stable spot and is ready to be played. Unless game breaking issues are found, new updates will be spread out.

What is NextMod Pug?

NextMod Pug contains older, more unbalanced features, such as the Witch, Jumprocks, etc..

Main Features / Reasoning Behind Them


Quads are back :)

Sound Removing Sound Removing was added to save our ears and to remove the unfair advantage some players get when they use the snd_restart command, while others do not.

Health Bonus System The new health bonus system was added due to the amount of complaints I've heard about the previous system.

Fixed Spawn Rotations Spawn rotations are now handled by a plugin rather than the bestest engine ever. This means that infected spawn rotations will be more consistent, predictable and reliable, benefiting both teams!


Version 1.0.5 Changes

Infected

  • Infected spawn times set to 15 seconds.
  • Max common changed from 30 to 28.
  • Spit Damage changed from alternating between 2 - 3 to static 3.
  • Spit god-frames set to 6.
  • Hunter claw changed from 6 to 4.
  • Enabled Hunter M2's on standing Hunters.
  • Hunters limited to 2.
  • 1 M2 on a Hunter/Jockey will cause melee fatigue.
  • Removed Tank Jumprocks.

Weapons

Weapons are still under heavy development, if you think something is too OP let me know!

  • Silenced Uzi reload speed changed from 1.85 to 2.1.
  • Silenced Uzi spread per-shot from 0.32 to 0.30.
  • Unsilenced Uzi reload speed changed from 1.74 to 1.75.
  • Unsilenced Uzi damage changed from 22 to 20.
  • Unsilenced Uzi spread per-shot changed from 0.26 to 0.29.
  • Unsilenced Uzi max move-spread from 1.85 to 1.95.
  • Increased SMG Ammo from 650 to 750.
  • Pumpshotgun pellets changed from 21 to 20.
  • Chrome-Shotgun pellets 17 to 16.
  • Removed all Mini-guns/Turrets.
  • Limited Melee's to 3
  • Only blunt melees will spawn outside saferoom.
    • Baseball Bats, Cricket Bats, Guitars, and Frying Pans.
  • One Fireaxe will spawn in saferoom.
  • Limited Uzis to 3. (Meaning a maximum of 3 Uzi's - Silenced or Unsilenced)
  • Limited Shotguns to 3. (Meaning a maximum of 3 Shotguns - Pump or Chrome)

General/Gameplay

  • Fixed SI Spawn Rotations. (Created by: Sir)
  • Added option to enable/diable the Witch via voting.
  • New Bonus System. (Created by: Sir)
  • Tank Rocks are now lag-compensated. (Created by: LuckyLock)
  • Removed Generator/Lift/Plane/Tractor/Fuel Truck/"Ambient" Explosion/Heartbeat Sounds.
  • It will now be announced when a teammate is black and white.
  • Tanks can now see hittable glows through objects/from far away.
  • Quads have been added.
  • There will now be only 2 sets of pills outside the saferoom.
  • Witch is removed.

Fixes

  • Removed throwables from spawning on some custom maps.
  • Fixed event doors being breakable.
  • Long get-ups have been removed.

Map Changes

Maps are the same as ZoneMod 1.9.4 besides the mentioned changes.


Dead Center

Hotel (Map 1)
  • Removed background explosion sounds.

Dark Carnival

Highway (Map 1)
  • Added a hittable Police Car near the saferoom.
  • Added a HUMVEE by the tree near the saferoom.
  • Added an Ambulance where survivors take the roof rock Tank.
  • Added a hittable car where survivors take the roof rock Tank.
Coaster (Map 3)

Hard Rain
Mill Escape (Map 3)
  • Changed Map distance from 600 to 500.
Milltown Escape (Finale)
  • Removed the damn storm sounds.

The Parish

Park (Map 2)
  • Added a small bush on the left side of the park on a tree.
  • Added a prop to make climbing onto the tree easier for infected.
  • Added a large bush near the 'tank chip fence' in the park.
  • Blocked the 'tank chip fence' in the park from being shot through.
Cemetery (Map 3)
Quarter (Map 4)
  • Fixed an out of map glitch.

The Passing

Bedlam (Map 2)
  • Blocked Tank Spawn past 70%.
  • Changed Map distance from 800 to 500.
  • Fixed those wanky stairs.
  • Added a box stack to make climbing onto the RV easier for tank.

The Sacrifice

Docks (Map 1)
  • Changed Map distance from 700 to 500.
Barge (Map 2)
  • Changed Map distance from 700 to 500.

Dead Air

Runway (Finale)
  • Removed Plane + Crashing Plane SFX
  • Removed Crashing Plane Screen Shake

Blood Harvest

Traintunnel (Map 2)
  • Fixed the event door being breakable.
Corn Field (Finale)
  • Added props for extra SI spawns.
  • Fixed an under the map exploit for SI.
  • Fixed multiple SI stuck spots.

go next 😃

nextmod's People

Contributors

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nextmod's Issues

About 1v1 2v2 3v3 mapcvars

In other 1v1 2v2 3v3 configs always have used l4d_mapbased_cvars.smx to limit some final map horde.

I saw your 1v1 config have placed mapcvars.txt , but not load in config.

Put:

// [l4d_mapbased_cvars.smx]
l4d_mapcvars_configdir nextmod1v1

in nextmod1v1.cfg

And 2v2、3v3 even don't have load l4d_mapbased_cvars.smx , it should make huge horde in some final map.

Can I change 3vs3 tank health

Hey there! Thanks a lot for your work!
I recently tried nextmod 3v3 and found tank health a little bit too high.
According to confogl.cfg, tank health has been changed to 3000 with

confogl_addcvar z_tank_health 3350

but in fact, it seems not to work and tank health is 5000.
I also tried to type in sm_cvar z_tank_health 3000 in console but it also doesn't help
I am wondering how I can modify tank health?

Plugins already loaded in generalfixes

shared_plugins.cfg:sm plugins load optional/nextmod/sv_consistency_fix.smx
shared_plugins.cfg:sm plugins load optional/nextmod/l4d2_jockeyed_charger_fix.smx
shared_plugins.cfg:sm plugins load optional/nextmod/l4d2_jockey_jumpcap_patch.smx
shared_plugins.cfg:sm plugins load optional/nextmod/l4d2_no_post_jockey_deadstops.smx
shared_plugins.cfg:sm plugins load optional/nextmod/l4d2_jockeyed_ladder_fix.smx
shared_plugins.cfg:sm plugins load optional/nextmod/fix_fastmelee.smx
shared_plugins.cfg:sm plugins load optional/nextmod/l4d2_explosiondmg_prev.smx
shared_plugins.cfg:sm plugins load optional/nextmod/frozen_tank_fix.smx
shared_plugins.cfg:sm plugins load optional/nextmod/sceneprocessor.smx
shared_plugins.cfg:sm plugins load optional/nextmod/l4d2_shadow_removal.smx
shared_plugins.cfg:sm plugins load optional/nextmod/l4d2_duplicate_survivor_fix.smx

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